Dargon, you have a few special abilities I don't recognize: Auroch’s Breath, Lost Halls Porter and Wondrous Whippersnap (which are also all under your gear). Not sure if those are just accidentally in the wrong place. (Though if it is intended to just be gear, I appreciate having the description of what they do on your sheet.)

Other than that, I think it looks good. I wasn't sure if you planned to tweak your background at all, as it looks like it was planned for a Sandpoint-centered campaign. Up to you. Let me know and I'll figure out your bonus trait.

Hero labs listed them like that but they are really just one use ales, from the Dwarves of Golarion I think.

I was thinking of expanding upon it, I just haven't had enough time at a proper computer yet. In addition to the baby, I'm in NJ and due to the freak snow storm I'm now out of power. Anyway since Dargon is over 100 years old I'll be leaving everything that is already there as well since time wouldn't be an issue.

Sounds like you've got the start of a plan, but wasn't quite sure who's doing what, so no update yet on my end. Let me know what you want to do and I'll start resolving it.

Sekathral should be the one to invite Soller for our meeting, using whatever tale he sees fit.

The other matter is deciding who wants to be a part of the meeting and who wants to stay in the background and watch the backs of those in the meeting.

My proposal is Dargon, Silvio, Kyson, and Zstelian hold the meeting with Finn and Sekathral watching our backs. But if we want we can lower the meeting count to look like imposing, if that's even possible with Dargon arms in the mix. :)

It looks like we're going out to the ship, by boat. Assuming we're posing as pesh merchants (or couriers for a pesh merchant), who's going to get the pesh? Silvio? Secondly, have we got enough cash/time to get some?

Since we're at our first combat, I should let you know my general method. I'll try to wait until most of you have posted your actions, but as you can see, I'll sometimes try to move things along as well -- especially if you're at the bottom of the round so I can just include your actions in the next round.

I will usually do what you post, but there are times I might tweak it based on results (i.e. obviously if someone you were swinging/shooting at is taken down, I'll try to guess where you might want to attack instead). Depending on the situation I may ask you to post new actions for the round, other times I'll just DMPC you.

I like to provide maps, but I can only do that from home. If I'm at work (as I am now), I'll try to post a map when I get up in the morning (EDT).

I think that's about it. Feel free to ask if there are any questions (or Silvio, feel free to pipe up if you think I've missed anything).

I do appreciate if you can let me know your status (i.e. HP, any magic effects, etc.), as Silvio did.

Question for all of you -- it looks like we're going to be a pretty fast-posting group (which I'm thrilled by).

Outside of combat, I'll generally try to give everyone a chance to respond but as long as a few people have said/done something, I may follow up.

In combat, if four or five people have posted, do you want me to give everyone a chance for a 24-hour window or try to DMPC the remaining person? I don't want to steal anyone's thunder/enjoyment if you want to all have more control, just trying to get the pulse of the group in terms of player control vs. speed at "the table."

I'm more of a 24-hour window guy, myself. I know for a fact I won't be posting at certain times--9 pm, or 2 am, like everyone else (do you ever sleep?) and so if rounds start shortening to a few hours at a time, I know for a fact I will lose multiple rounds.

I think that 24 hours interval between rounds is sufficient, but as long as all PCs post before the 24 hours, the round can advance.

I agree that we're all on different schedules (I believe Patrik's in Sweden; I'm in Eastern time, but work nights, so generally am offline between 1-2 a.m. and 9-10 a.m.; but I also have a job where I can post from work), so sometimes we'll be stuck.

Maybe compromise and go with 12 hour windows before I start DMPCing (but only if four or five people have already posted), and if that starts being a problem, bring it up here?

Like others, I'm excited about the story* and that everyone's posting so quickly, which makes me want to move on. I've found in my year of PBP I tend to match my posting times to the rest of the group -- the more you all post, the more I'll post, and vice versa.

* Forgot to mention that I asked this weekend and my friend has Dungeon with the final chapter of the story, so I won't even have to make that up.

I've not played a cleric in PbP before (I've played plenty in 'real life') and I don't intend him to be a healer in combat in the long run. I want him to be Kyson the Character first and foremost (class and role come far down the list of what is important to me...well behind character). I think there will be some evolving of both character and role as he progresses and story progresses.

In the short term, I *really* appreciate it when you show your wounds when you post, it will allow me to imagine Kyson seeing your wounds in battle and reacting to them.

In the long run, I hope that we can spread the healing responsibility around so that I can fully explore what Kyson will become.

Right now, I'm struggling with developing Kyson the character and his reaction to his first fight and we'll see what happens.

I personally think that the 24h posting rule is sufficient, although i'm abit biased since i think i run the risk of being the last poster most of the time. I have a limited time posting and due to my timezone i'm asleep during "prime time" posting. I guess a 12h rule if everyone else has posted could be a good compromize.

On the other hand combat is my least favorite part of a PbP so i really don't mind being DMPC:ed once in a while.

Dargon, I still owe you a trait, though I've been having trouble coming up with something that fits. So, I'm thinking to play off your forlorn period, something along the lines of Secret Shame: You've experienced tragedy in your life, but prefer to keep it to yourself. Others get a -2 to sense motive against you.

Does that work for you (I feel like it's potentially pretty valuable but I don't know how much it'll come up in the campaign)? If not, feel free to pitch me some other ideas.

Dargon, I still owe you a trait, though I've been having trouble coming up with something that fits. So, I'm thinking to play off your forlorn period, something along the lines of Secret Shame: You've experienced tragedy in your life, but prefer to keep it to yourself. Others get a -2 to sense motive against you.

Does that work for you (I feel like it's potentially pretty valuable but I don't know how much it'll come up in the campaign)? If not, feel free to pitch me some other ideas.

Even if such a situation comes up. Dargon's a pretty straight shooter so I'm not sure other will ever find a need to use sense motive with him.

I was thinking of something that would alter his weapon proficiencies to be more dwarven in style but that might be too much of a feat creep to make a good trait. It goes with the idea that dwarven monks are odd and that Dargon's master specifically teaches difficult students. Maybe he never got the hang of the monk weapons perfering his handax (which monks are proficient in) and his throwing ax (which they are not).

Alternatively, something around Dargon's courage would be nice. I didn't really put anything in his background supporting it, but in playing through that first fight I decided that he is not one to run from overwelming odds if a friend is in trouble. Something like, fear effects have no effect on their first round if an ally is in danger.

For something non-combat related it would be nice to relate it to Dargon being a merchant. Maybe he can buy/sell for 5% more than normal or some variation on that.

Yeah, I was thinking about something merchant-related too, or something that would have to do with your scars, but again couldn't come up with one that I thought fit really well.

I like your fear effect delay, though. I'm a little concerned that it might be too strong for a trait, though. Thoughts? If people have concerns, we could do +2 to will saves vs. fear effects.

I like the fear delay since it's different. Being that it has the qualifier that an ally must be in immediate danger, it's a little less powerful. We could also add that it delays the whole effect, instead of having no effect the first round (effectively reducing it by one round), the full effect is just delayed by a round. (but still works to its full effect). But just giving a bonus might be easier.

As for a merchant related one, I though up a trait I'm calling shop owner.
Shop Owner: You own a shop that's currently valued at 0gp. Between rent, taxes and hiring help for the day to day business you break even. However you can freely invest in your shop as a way to securely store wealth. In addition, you can make profession merchant checks without the required week of dedicated work, but at a -5 penalty.

The catch with this is if we are going to have enough access to town throughout the AP to make this a worthwhile trait. Plus its complicated to track.

In regards to inititive I'm ok with them being rolled for us. But then again I'm not one to care about rolling for myself. If it wasn't for the work load it would cause motte I'd want everything to be rolled by him.

In the long run, I hope that we can spread the healing responsibility around so that I can fully explore what Kyson will become.

Sekathral wrote:

"Before we go on, have either of you two got anything good for zombie bites, or shall I just drink this?" , holding up his healing potion.

I suggest drinking up, Seka. I'll be bursting when there are more hurt, but I'd prefer to save my spells for combats. You can also hang back protecting Kyson if you'd like. He's usually in a safe spot.

I suggest drinking up, Seka. I'll be bursting when there are more hurt, but I'd prefer to save my spells for combats. You can also hang back protecting Kyson if you'd like. He's usually in a safe spot.

The group again reacts more quickly than its opponents as Sekathral leaps forward, his dagger slicing smoothly through one of the zombies and severing one of its arms in a spray of ichor. 8 hp damage

Kyson's call to Sarenrae seems to bathe the area in a soothing, warm energy, but the zombies moan in apparent pain as it washes over them. 4 hp damage to zombie 3, 2 hp to the rest (10 total to zombie 1)

Silvio dances forward, teaming again with Sekathral as he slashes at the badly injured zombie. "You attack well but you should try to remove their heads, not their arms," he advises the elf as his blow opens a gaping wound across the creature's neck. But the its head is nearly severed, it continues to move.5 hp, 15 total

The zombie bites Sekathral, its teeth ripping into his flesh as it holds on, clearly preparing to continue trying to eat the elf. 4 hp to Sekathral, now grappling; improved grab so no AoO

Dargon's axe cuts through zombie flesh with little resistance, his blow unbalancing the creature for a moment before it resumes its attack. 5 hp damage, 7 total The zombie bites at Dargon, sharpened teeth cutting into the dwarf's tough skin as it tries to rip his flesh from his bones. 4 hp to Dargon, now grappling; improved grab so no AoO

Zstelian pulls his falchion and rushes forward to help Dargon, but his blow lands wide, only carving a sodden piece of armor from the zombie.

The remaining zombies rush foward, horrendous moans filling the cavern. Two more try to pile on Sekathral, but Silvio's able to protect the dwarf, though he's too harried to land a blow with any force.

The final one moves in on Dargon, taking another bite out of the monk and also holding on as he continues to try to tear the dwarf's flesh, ignoring Zstelian's attempt to keep him away. 5 hp damage, also grappled

Hi Mott, Can you review the rolls and hits? I think the 2nd zombie should have missed on his grapple on Dargon's CMD 20 and the 5th zombie would have missed it as well. But I might be following it wrong, if the zombies went in a different order. Plus there is a spot where it looks like you called Sekathral the dwarf so it's hard to follow what really happened there. Also if you don't remember what happened I'm ok with just moving on. I just wanted to point it out because I can't completely follow what happened.

Will do. Sorry that ended up being a huge round with lots of reflex saves, double rolls*, AoOs and a couple players' basic moves.

*cough* However, in this case, it looks like I just didn't check your CMD for some reason, which is pretty pathetic since you have it right there for me. *cough*

You're correct that the zombies did NOT successfully grab you -- instead they just ripped chunks of flesh right off. Kind of a lose/lose situation there. : )

Calling Sekathral the dwarf was just an error (grr; hate when I don't proofread and can't go back and fix it!) due to cut and pasting.

I forget if I mentioned this, but sometimes just to make the writeup flow a little better, I'll post things out of order, such as the zombie biting Sekathral, but I do try to make sure I resolve all the rolls in order.

* One of the areas I can get messed up with is with things like grab. I tend to fill out my rolls for all my attacks. Then, if they hit, I'll process damage and whatnot. In case where I have to insert another d20 after a hit (such as resolving a grab), I get screwed up. Sometimes I just stick them in afterward, but I feel like that's almost cheating somehow, so it will sometimes mean going back and rewriting sections.

At any rate, please feel free to call me out on any things of this nature in the future.

After several hours -- probably around sunset judging by the sailors' time sense and the grumbling stomachs of those less used to guessing the time -- the water level begins to drop noticeably until finally it appears you're reaching the tide's ebb.

The water level seems to drop enough that the area nearest you is no longer submerged, though it remains very slippery, enough so that all of you but Sekathral have trouble keeping your feet as you step out on it.

Sekathral advances far enough to see that there are deeper pools ahead, though it seems to shallow out again beyond that.

The light blue areas are currently not under water, though remain fairly slippery. The darker blue areas are still under water. I uncovered the entire section before I realized everyone was going to fail their acrobatics check and I'd let you decide what to do before advancing you, so please pretend to ignore everything to the west of the first dark blue section, which is as far as I assumed Sekathral would advance on his own.

Also, figures that the one person with pretty maxed out acrobatics gets a natrual 20 and everyone else rolls low single digits. Stupid dice roller.

General advocacy for Dwarfs. They should qualify for their +4 dwarven stability bonus in these situations. I know that's not actually in the rules. I just bring it up because we always house ruled it that way (balance when dwarves are on solid ground) as it makes situational and flavor since.

Just wanted to say, by the way, that I'm really enjoying this group so far. You're managing to crack me up regularly, and I think we've got some great role-playing moments too. Also really loving how quickly we're going...